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By Daniel Boutros
[Author's Bio]

Gamasutra

August 4, 2006

A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games

Introduction
ArrowPlatform Games

CASE STUDIES
ArrowSuper Mario Bros. 3
ArrowRayman
ArrowSonic the Hedgehog 2
ArrowCrash Bandicoot
ArrowSonic Adventure
ArrowSuper Mario Sunshine
ArrowJak & Daxter
ArrowNew Super Mario Bros.

VISUALS
ArrowPt. 1
ArrowPt. 2
ArrowPt. 3
ArrowPt. 4

CONTROLS
ArrowPt. 1
ArrowPt. 2
ArrowPt. 3
ArrowPt. 4

REWARD ELEMENTS
ArrowPt. 1
ArrowPt. 2
ArrowPt. 3
ArrowPt. 4
ArrowPt. 5

CHALLENGE AND REWARD DESIGN
ArrowPt. 1
ArrowPt. 2
ArrowPt. 3

SHORT-TERM CHALLENGE DESIGN
ArrowPt. 1
ArrowPt. 2

CONCLUSION
ArrowConclusion
ArrowClosing Opinion
Arrow2006 Final Thoughts

 



Features

A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games
arrowarrow PreviousNext arrowarrow(Page 28/31) [Article Start]


Task Types Present in First Five to Ten Minutes - Optional and Mandatory

This term represents what varieties of gameplay skill are required to achieve goals in the level – mandatory or otherwise.

Mandatory = actions that are required to complete the level.

Optional = actions that are not required to achieve progress in the game.
 
These actions could be anything from getting to a HTR area to grab some finance, or simply exploring the environment around you - climbing a tree for the sake of it, or kicking some fruit around for fun.

Results show that Sonic 2 and Super Mario Brothers 3 contain the most gameplay. They both contain approximately 27 types of challenge within their first 5-10 minutes of play – and in their particular instances, that’s the very first stage.

[2006 Addition: I went through these again and realised that SMB had 34 types of gameplay and NSMB had 39. /]

Also the greater majority of these tasks are rewarded upon completion.

Results also show that in the first few minutes of play in a game, the most popular task types are:

  • Collect finance
  • Find Power-Up
  • Jump over kill-zone
  • Smash containers
  • Earn bonus Quota Token – through bonus sections or HTR areas
  • Jump over horizontally moving floor hazard

 

Followed by:

  • Getting to a HTR area for a bonus pick-up
  • Collecting enough finance to be granted bonus stage entry
  • Bouncing off containers and enemies and successively onto others without touching the floor
  • Killing floor-based enemy by jumping on it or attacking it head on
  • Using a power-up to reach an otherwise inaccessible area, bonus or otherwise
  • Hitting an enemy when it reveals its vulnerability
  • Killing enemies mid-inertia

Least occurring were predictably the title unique actions. Sonic 2 and Sonic Adventure have a large number of momentum and inertia based navigational puzzles, which no other game uses.

SMB3 has a range of actions specific to it’s enemy types and power-ups – like flying with the racoon suit, using the fallen shell enemies as projectiles to attack other enemies, or for breaking the bricks in the level.

2006 Addition: Same goes for NSMB with it’s Giant Mario power-up and traditional Mario staples. /]

Another observation is that current generation platformers have a smaller variety of actions within their first moments, with Mario Sunshine presenting the most at 20 and Jak the least at 10.

The first 5-10 minutes in Mario Sunshine and Jak and Daxter are essentially tutorial levels and a majority of Mario’s initially permitted actions are unrewarding – like climbing up trees to find nothing, breaking boxes to find nothing and navigating structures to find – you guessed – nothing.

Sonic Adventure has the most exciting first moments of the next-gens - being that it contains 17 types of action and the majority of these are rewarding, as opposed to being ungifted actions.


arrowarrow PreviousNext arrowarrow(Page 28/31) [Article Start]


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